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Developer Menu

github-actions[bot] edited this page Jun 22, 2026 · 2 revisions

Developer Menu

The Developer tab in /ai menu exposes three low-level settings that are hidden from the normal tabs because misconfiguring them can cause lag spikes, server freezes, or crashes. Each field shows an inline red warning in-game. Only change them if you understand what each one does.

They're on the Developer tab of the panel (/ai menu); a performance preset can also fill them in for you.

TL;DR — what the Developer menu does: it lets you trade safety for speed/behavior. Lower delays = faster but riskier; disabling the watchdog = no runaway protection; lowering flee health = braver but more likely to die. The defaults are safe; the Developer tab is for power users who accept the trade-offs.


Action tick delay (actionTickDelay)

Default: 2  |  Range: 0 – 40  |  Type: integer (ticks)

How many server ticks the assistant waits between executing consecutive action steps.

Value Effect
0 Steps execute every tick — maximum speed, but can freeze the server if a step is expensive (e.g. large USE_BLOCK chains).
2 Default. One step roughly every 2 ticks (~10 steps/second).
20 One step per second — visually slow but very safe for debugging.
40 One step every 2 seconds — useful when watching exactly what the AI is doing.

Risk at 0: If the current plan contains many PLACE_BLOCK or BREAK_BLOCK steps, running them every tick can saturate the server's block-update queue and trigger the Minecraft watchdog (which kills the JVM).


Task watchdog timeout (maxTaskSeconds)

Default: 300  |  Range: 0 – 3600  |  Type: integer (seconds)

Maximum wall-clock seconds a single task may run before the watchdog cancels it and returns the assistant to FOLLOWING mode.

Value Effect
0 Watchdog disabled — tasks run forever. A stuck looping plan will never self-cancel.
300 Default (5 minutes). Catches most runaway tasks without interrupting legitimate long builds.
600 10 minutes — reasonable for very large structures.
3600 1 hour — effectively disabled for practical purposes.

Risk at 0: A bug in the LLM plan (e.g. a MOVE_TO the assistant can never reach) will loop indefinitely, consuming CPU and keeping the entity stuck forever. There is no automatic recovery.


Flee health threshold (fleeHealthPercent)

Default: 0.25  |  Range: 0.0 – 1.0  |  Type: decimal (fraction of max health)

The fraction of maximum health at which the assistant abandons combat and retreats.

Value Effect
0.0 Never flees. Fights to the death regardless of health. On hard difficulty it will die to any sufficiently strong mob.
0.25 Default. Retreats at 25% health (5 HP on a 20 HP pool).
0.5 Retreats at half health — very cautious, avoids most combat entirely.
1.0 Retreats the moment any damage is taken. Essentially pacifist mode.

Risk at 0: The entity will never disengage from a fight. Against bosses or large groups it will die, dropping all carried items. If respawn is disabled it will be gone permanently.


Interactions between settings

  • A low actionTickDelay combined with a disabled watchdog (maxTaskSeconds = 0) is the most dangerous combination: plans execute at maximum speed with no timeout safety net.
  • Setting fleeHealthPercent = 0 while the assistant is in a dangerous biome (Nether, End) will almost certainly result in its death.

Resetting to defaults

The safe defaults are action tick delay 8, task watchdog 300 s, and flee health 0.25. Set them back on the Developer tab, or just pick the Normal performance preset on the Behavior tab to restore all three at once.

Or open /ai menu, switch to the Developer tab, and drag the sliders back to their default positions before clicking Save.

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